ScoreSystemData.cs 22 KB

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  1. using ET;
  2. using System;
  3. using System.Collections.Generic;
  4. using cfg.GfgCfg;
  5. using UnityEngine;
  6. namespace GFGGame
  7. {
  8. public class ClickType
  9. {
  10. public const int MISS_CLICK = 0;
  11. public const int GOOD_CLICK = 1;
  12. public const int PERFECT_CLICK = 2;
  13. }
  14. public class SkillBeginTime
  15. {
  16. public const int ROUND_1 = 1;//作用第一回合
  17. public const int ROUND_2 = 2;//作用第二回合
  18. public const int ROUND_3 = 3;//作用第三回合
  19. public const int ROUND_4 = 4;//作用第四回合
  20. public const int ROUND_5 = 5;//作用第五回合
  21. public const int ROUND_6 = 6;//作用第六回合
  22. public const int FIGHT_BEGIN = 7;//对战开始
  23. public const int PERFECT_CLICK = 8;//每次完美点击
  24. public const int ERVERY_ROUND_BEGIN = 9;//每回合开始
  25. public const int ERVERY_ROUND_END = 10;//每回合结束
  26. public const int ALL_PERFECT_START = 11;//登封造极开始(所有点击完美才会出现登峰造极)
  27. }
  28. public class ScoreSystemData : SingletonBase<ScoreSystemData>
  29. {
  30. /// <summary>
  31. /// 将穿戴部件分组
  32. /// </summary>
  33. public void SetEquipScoresWithPartId(FightData roleData)
  34. {
  35. roleData.partScoreListDic.Clear();
  36. roleData.partListDic.Clear();
  37. List<FightScoreCfg> typeCfgs = CommonDataManager.Tables.TblFightScoreCfg.DataList;
  38. for (int j = 0; j < typeCfgs.Count; j++)
  39. {
  40. FightScoreCfg cfg = typeCfgs[j];
  41. if (roleData.partScoreListDic.ContainsKey(cfg.Id) == false)
  42. {
  43. roleData.partScoreListDic.Add(cfg.Id, new List<float>());
  44. }
  45. if (roleData.partListDic.ContainsKey(cfg.Id) == false)
  46. {
  47. roleData.partListDic.Add(cfg.Id, new List<int>());
  48. }
  49. }
  50. for (int i = 0; i < roleData.itemList.Count; i++)
  51. {
  52. for (int j = 0; j < typeCfgs.Count; j++)
  53. {
  54. FightScoreCfg cfg = typeCfgs[j];
  55. bool isCheckFinish = false;
  56. for (int k = 0; k < cfg.SubTypes.Count; k++)
  57. {
  58. ItemCfg itemCfg = CommonDataManager.Tables.TblItemCfg.GetOrDefault(roleData.itemList[i]);
  59. if (itemCfg !=null && itemCfg.SubType == cfg.SubTypes[k])
  60. {
  61. roleData.partListDic[cfg.Id].Add(roleData.itemList[i]);
  62. roleData.partScoreListDic[cfg.Id].Add(roleData.itemScoreList[i]);
  63. isCheckFinish = true;
  64. break;
  65. }
  66. }
  67. if (isCheckFinish) break;
  68. }
  69. }
  70. }
  71. /// <summary>
  72. /// 返回总主属性分
  73. /// </summary>
  74. /// <returns></returns>
  75. public double GetMainScore(FightData roleData)
  76. {
  77. //(部件属性分数+标签分数+人物基础分+雅集技能分+词牌属性分数)*4
  78. // int partScore = 0;
  79. // double tagScore = 0;
  80. // int tagCount = 0;
  81. double baseScore = 0;
  82. for (int i = 0; i < CommonDataManager.Tables.TblFightScoreCfg.DataList.Count; i++)
  83. {
  84. baseScore += GetroundBaseScore(roleData, i + 1);
  85. }
  86. return (baseScore + roleData.baseScore + roleData.leagueSkillScore + roleData.cardScore) * ConstScoreSystem.MAIN_SCORE;
  87. }
  88. public double GetRobotMainScore(FightData robotData)
  89. {
  90. //(部件属性分数+标签分数+人物基础分+词牌属性分数)*4
  91. double partScore = 0;
  92. for (int i = 0; i < CommonDataManager.Tables.TblFightScoreCfg.DataList.Count; i++)
  93. {
  94. partScore += GetRobotRoundBaseScore(robotData, i + 1);
  95. }
  96. return (partScore + robotData.baseScore + robotData.leagueSkillScore + robotData.cardScore) * ConstScoreSystem.MAIN_SCORE;
  97. }
  98. /// <summary>
  99. /// 回合评分
  100. /// </summary>
  101. /// <param name="roundId">部件id</param>
  102. /// <param name="clickType">点击状态0:miss,1:优秀,2:完美</param>
  103. /// <param name="mainScore">总主属性</param>
  104. /// <param name="type">评分部位</param>
  105. /// <param name="showCard">是否展示词牌效果</param>
  106. /// <returns></returns>
  107. public int GetRoundScore(FightData roleData, int roundId, int clickType, double skillScore = 0)
  108. {
  109. //部件评分=部件基础分*部件系数
  110. //词牌评分=总属性*技能配表百分比
  111. double partBaseScore = GetroundBaseScore(roleData, roundId);
  112. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  113. int roleScore = roleData.baseScore;
  114. long leagueSkillScore = roleData.leagueSkillScore;
  115. int cardScore = roleData.cardScore;
  116. double clickCoefficient = GetRoundItemClickScore(clickType);
  117. //start------------------------------------------------------
  118. //本段注释为上个版本的计算公式,留做备份参考
  119. //点击评分=(部件基础分+(人物基础分+雅集技能分+词牌属性分数)*点击系数)*2.22 (防止点击优秀却因为未穿衣服结果是0分)
  120. //double clickScore = (partBaseScore + (roleScore + leagueSkillScore + cardScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  121. //end--------------------------------------------------------
  122. //改为 点击评分 =(部件基础分+人物基础分)*点击系数
  123. double clickScore = (partBaseScore + roleScore) * clickCoefficient;
  124. int score = (int)Math.Ceiling(partScore + clickScore );
  125. return Math.Max(0, score);
  126. }
  127. /// <summary>
  128. /// 根据搭配学院获得服装分类基础分加成
  129. /// CollectPartDataManager.partIndex: 1.连衣裙或者上衣、下装及内搭 2.发型 3.外套4.袜子 5.鞋子6.饰品7.手持物
  130. /// </summary>
  131. public float CollegeAddition(int roundId)
  132. {
  133. int additionNum = 1;
  134. switch (roundId)
  135. {
  136. case 1:
  137. additionNum += CollectPartDataManager.Instance.CollectPartDataDic[2][2]/10000;
  138. break;
  139. case 2:
  140. break;
  141. case 3:
  142. additionNum += CollectPartDataManager.Instance.CollectPartDataDic[6][2] / 10000;
  143. break;
  144. case 4:
  145. additionNum += CollectPartDataManager.Instance.CollectPartDataDic[7][2] / 10000;
  146. break;
  147. case 5:
  148. additionNum += CollectPartDataManager.Instance.CollectPartDataDic[4][2] / 10000 + CollectPartDataManager.Instance.CollectPartDataDic[5][2] / 10000;
  149. break;
  150. case 6:
  151. additionNum += CollectPartDataManager.Instance.CollectPartDataDic[1][2] / 10000 + CollectPartDataManager.Instance.CollectPartDataDic[3][2] / 10000;
  152. break;
  153. }
  154. return additionNum;
  155. }
  156. public int GetRobotRoundScore(FightData robotData, int roundId, int clickType, double skillScore)
  157. {
  158. //部件评分=部件基础分*部件系数
  159. //词牌评分=总属性*技能配表百分比
  160. double partBaseScore = GetRobotRoundBaseScore(robotData, roundId);
  161. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  162. int roleScore = robotData.baseScore;
  163. long leagueSkillScore = robotData.leagueSkillScore;
  164. int cardScore = robotData.cardScore;
  165. double clickCoefficient = GetRoundItemClickScore(clickType);
  166. //start------------------------------------------------------
  167. //本段注释为上个版本的计算公式,留做备份参考
  168. //点击评分=(部件基础分+(人物基础分+词牌属性分数)*点击系数)*2.22 (防止点击优秀却因为未穿衣服结果是0分)
  169. //double clickScore = (partBaseScore + (cardScore + leagueSkillScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  170. //end--------------------------------------------------------
  171. //改为 点击评分 =(部件基础分+人物基础分)*点击系数
  172. double clickScore = (partBaseScore + roleScore) * clickCoefficient;
  173. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  174. return Math.Max(0, score);
  175. }
  176. /// <summary>
  177. /// 回合基础评分
  178. /// </summary>
  179. /// <param name="roundId">评分部位</param>
  180. /// <returns></returns>
  181. public double GetroundBaseScore(FightData roleData, int roundId)
  182. {
  183. double partScore = 0;
  184. double tagScore = 0;
  185. int tagCount = 0;
  186. if (!roleData.partListDic.ContainsKey(roundId) || roleData.partListDic[roundId].Count == 0) return partScore;
  187. List<int> partList = roleData.partListDic[roundId];
  188. for (int i = 0; i < partList.Count; i++)
  189. {
  190. partScore += roleData.partScoreListDic[roundId][i];
  191. tagScore += ItemDataManager.GetItemTagScore(partList[i], roleData.tags);
  192. // if (ItemDataManager.CheckItemTagsRight(partList[i], roleData.tags)) tagCount++;
  193. }
  194. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena || InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork)
  195. {
  196. tagCount = ArenaDataManager.Instance.GetTagsCount(roleData.itemList, roleData.tags);
  197. tagCount = Math.Min( CommonDataManager.Tables.TblArenaTagCfg.DataList.Count, tagCount);
  198. float addition = 0;
  199. if (tagCount > 0)
  200. {
  201. addition = CommonDataManager.Tables.TblArenaTagCfg.GetOrDefault(tagCount).Addition / 10000f;
  202. }
  203. return (partScore + tagScore) * (1 + addition);
  204. }
  205. else
  206. {
  207. return partScore + tagScore;
  208. }
  209. }
  210. /// <summary>
  211. /// 部件基础分之和
  212. /// </summary>
  213. /// <param name="roleData"></param>
  214. /// <returns></returns>
  215. public double GetAllRoundBaseScore(FightData roleData)
  216. {
  217. double baseScore = 0;
  218. for (int i = 0; i < CommonDataManager.Tables.TblFightScoreCfg.DataList.Count; i++)
  219. {
  220. baseScore += GetroundBaseScore(roleData, i + 1);
  221. }
  222. return baseScore;
  223. }
  224. private double GetRobotRoundBaseScore(FightData robotData, int roundId)
  225. {
  226. double partBaseScore = robotData.itemScoreList[roundId - 1];
  227. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena || InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork)
  228. {
  229. partBaseScore = partBaseScore * (1 + robotData.tagAddition / 10000f);
  230. }
  231. return partBaseScore;
  232. }
  233. private double GetRoundItemClickScore(int clickType)
  234. {
  235. //点击评分=(部件基础分+(人物基础分+词牌属性分数)*点击系数)*2.22
  236. double clickCoefficient = 0;
  237. switch (clickType)
  238. {
  239. case ClickType.MISS_CLICK:
  240. clickCoefficient = ConstScoreSystem.MISS_SCORE;
  241. break;
  242. case ClickType.GOOD_CLICK:
  243. clickCoefficient = ConstScoreSystem.GREAT_SCORE;
  244. break;
  245. case ClickType.PERFECT_CLICK:
  246. clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
  247. break;
  248. }
  249. return clickCoefficient;
  250. }
  251. /// <summary>
  252. /// 获取词牌技能持续回合数
  253. /// </summary>
  254. /// <returns></returns>
  255. public List<int> GetRoundTime(int cardId, List<int> skillLvs)
  256. {
  257. List<int> roundTimes = new List<int>();
  258. List<PassivitySkillCfg> targetSkillCfgs = CommonDataManager.Tables.TblPassivitySkillCfg.GetGroup1ByCardId(cardId);
  259. for (int i = 0; i < targetSkillCfgs.Count; i++)
  260. {
  261. if (skillLvs.Count <= i) continue;
  262. int skillLv = skillLvs[i];
  263. PassivitySkillLvlCfg skillLvlCfg = CommonDataManager.Tables.TblPassivitySkillLvlCfg.Get(skillLv, targetSkillCfgs[i].SkillId);
  264. if (skillLvlCfg.BeginTime == SkillBeginTime.FIGHT_BEGIN && UnityEngine.Random.Range(0, 10000) < skillLvlCfg.Probability)
  265. {
  266. roundTimes.Add(skillLvlCfg.RoundTime);
  267. }
  268. else
  269. {
  270. roundTimes.Add(0);
  271. }
  272. }
  273. return roundTimes;
  274. }
  275. /// <summary>
  276. /// 获取有效技能配置,过滤掉:被对方失效的、不符合作用时机、未满足触发概率的技能
  277. /// </summary>
  278. /// <returns></returns>
  279. public List<PassivitySkillLvlCfg> GetValidSkills(int currentTime, int roundId, int cardId, List<int> skillLvs, int targetCardId, List<int> targetSkillLvs, List<int> roundTimes, List<int> targetRoundTimes)
  280. {
  281. List<PassivitySkillLvlCfg> skillCfgs = new List<PassivitySkillLvlCfg>();
  282. List<PassivitySkillCfg> targetSkillCfgs = CommonDataManager.Tables.TblPassivitySkillCfg.GetGroup1ByCardId(targetCardId);
  283. //找到敌方对我的减益技能
  284. List<int> nullifySkillIndex = new List<int>();
  285. for (int i = 0; i < targetSkillCfgs.Count; i++)
  286. {
  287. if (targetSkillLvs.Count <= i) continue;
  288. PassivitySkillLvlCfg targetSkillLvlCfg = CommonDataManager.Tables.TblPassivitySkillLvlCfg.Get(targetSkillLvs[i], targetSkillCfgs[i].SkillId);
  289. if (CheckIsRightTime(targetSkillLvlCfg, currentTime, roundId))
  290. {
  291. bool isProbability = targetSkillLvlCfg.NullifySkillIndex > 0 && UnityEngine.Random.Range(0, 10000) < targetSkillLvlCfg.Probability;
  292. if (targetSkillLvlCfg.BeginTime == SkillBeginTime.FIGHT_BEGIN && targetRoundTimes.Count > i && roundId < targetRoundTimes[i]) isProbability = true;
  293. if (isProbability) nullifySkillIndex.Add(targetSkillLvlCfg.NullifySkillIndex);
  294. }
  295. }
  296. List<PassivitySkillCfg> mySkillCfgs = CommonDataManager.Tables.TblPassivitySkillCfg.GetGroup1ByCardId(cardId);
  297. for (int i = 0; i < mySkillCfgs.Count; i++)
  298. {
  299. if (skillLvs.Count <= i) continue;
  300. PassivitySkillLvlCfg mySkillLvlCfg = CommonDataManager.Tables.TblPassivitySkillLvlCfg.Get(skillLvs[i], mySkillCfgs[i].SkillId);
  301. if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue;//技能被对手失效
  302. if (CheckIsRightTime(mySkillLvlCfg, currentTime, roundId))
  303. {
  304. bool isProbability = UnityEngine.Random.Range(0, 10000) < mySkillLvlCfg.Probability;
  305. if ((mySkillLvlCfg.BeginTime == currentTime || roundId == mySkillLvlCfg.BeginTime) && roundTimes != null /*&& roundId < roundTimes[i]*/)
  306. isProbability = true;
  307. else
  308. isProbability = false;
  309. if (isProbability) skillCfgs.Add(mySkillLvlCfg);
  310. }
  311. }
  312. return skillCfgs;
  313. }
  314. private bool CheckIsRightTime(PassivitySkillLvlCfg skillLvlCfg, int currentTime, int roundId)
  315. {
  316. if (skillLvlCfg.BeginTime == SkillBeginTime.FIGHT_BEGIN && currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN
  317. || skillLvlCfg.BeginTime == SkillBeginTime.PERFECT_CLICK && currentTime == SkillBeginTime.PERFECT_CLICK
  318. || skillLvlCfg.BeginTime == SkillBeginTime.ERVERY_ROUND_BEGIN && currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN
  319. || skillLvlCfg.BeginTime == SkillBeginTime.ERVERY_ROUND_END && currentTime == SkillBeginTime.ERVERY_ROUND_END
  320. || skillLvlCfg.BeginTime == SkillBeginTime.ALL_PERFECT_START && currentTime == SkillBeginTime.ALL_PERFECT_START
  321. || skillLvlCfg.BeginTime == SkillBeginTime.FIGHT_BEGIN && currentTime == SkillBeginTime.FIGHT_BEGIN
  322. || skillLvlCfg.BeginTime <= SkillBeginTime.ROUND_6 && currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN && roundId == skillLvlCfg.BeginTime)
  323. {
  324. return true;
  325. }
  326. return false;
  327. }
  328. /// <summary>
  329. /// 本轮技能分数
  330. /// </summary>
  331. /// <param name="validSkills">有效技能列表</param>
  332. /// <param name="mainScore">总主属性</param>
  333. /// <returns></returns>
  334. public void GetRoundItemSkillScore(List<PassivitySkillLvlCfg> validSkills, double mainScore, double targetMainScore, out int skillScore, out int targetScore, out Dictionary<int, int> skillsToShowDic)
  335. {
  336. double _skillScore = 0;
  337. double _targetSkillScore = 0;
  338. skillsToShowDic = new Dictionary<int, int>();
  339. for (int i = 0; i < validSkills.Count; i++)
  340. {
  341. if (validSkills[i].Target == 1 && mainScore > 0)//作用自身
  342. {
  343. double score = mainScore * validSkills[i].Ratio / 10000;
  344. _skillScore += score;
  345. skillsToShowDic.Add(validSkills[i].SkillId, (int)Math.Ceiling(score));
  346. }
  347. else if (validSkills[i].Target == 2 && targetMainScore > 0)//作用对方
  348. {
  349. double score = mainScore * validSkills[i].Ratio / 10000;
  350. _targetSkillScore += score;
  351. skillsToShowDic.Add(validSkills[i].SkillId, (int)Math.Ceiling(score));
  352. }
  353. }
  354. skillScore = (int)Math.Ceiling(_skillScore);
  355. targetScore = (int)Math.Ceiling(_targetSkillScore);
  356. }
  357. /// <summary>
  358. /// 是否展示词牌效果
  359. /// </summary>
  360. /// <param name="cardId">词牌id</param>
  361. /// <param name="validSkills">被触发的有效技能列表</param>
  362. /// <returns></returns>
  363. public bool IsShowCard(int cardId, List<PassivitySkillLvlCfg> validSkills)
  364. {
  365. if (cardId <= 0) return false;//未选卡
  366. if (validSkills.Count == 0) return false;//本轮没有技能被触发不显示词牌
  367. List<PassivitySkillCfg> skillCfgs = CommonDataManager.Tables.TblPassivitySkillCfg.GetGroup1ByCardId(cardId);
  368. for (int i = 0; i < skillCfgs.Count; i++)
  369. {
  370. if (skillCfgs[i].MainSkill == 1)
  371. {
  372. return true;
  373. }
  374. }
  375. return false;
  376. }
  377. /// <summary>
  378. /// 登峰造极额外加分
  379. /// </summary>
  380. /// <param name="mainScore"></param>
  381. /// <returns></returns>
  382. public int GetAllCircleAddScore(FightData fightData)
  383. {
  384. //登峰造极评分 = (部件基础分之和 + 人物基础分)*卓越点击系数 * 3
  385. double allPartsBaseScore = GetAllRoundBaseScore(fightData);
  386. return (int)Math.Ceiling((allPartsBaseScore + (double)fightData.baseScore)* ConstScoreSystem.PERFECT_SCORE * ConstScoreSystem.ALL_CIRCLE_SCORE);
  387. }
  388. /// <summary>
  389. /// 根据词牌Id获取 战斗选卡 界面显示配置
  390. /// </summary>
  391. /// <param name="cardId"></param>
  392. /// <returns></returns>
  393. public PassivitySkillCfg GetShowSkillCfg(int cardId)
  394. {
  395. List<PassivitySkillCfg> skillCfgs = CommonDataManager.Tables.TblPassivitySkillCfg.GetGroup1ByCardId(cardId);
  396. if (skillCfgs.Count <= 0)
  397. {
  398. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  399. return null;
  400. }
  401. for (int i = 0; i < skillCfgs.Count; i++)
  402. {
  403. if (skillCfgs[i].ShowSkill == 1)
  404. {
  405. // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  406. return skillCfgs[i];
  407. }
  408. }
  409. return null;
  410. }
  411. /// <summary>
  412. /// 根据词牌Id获取评分主技能显示配置
  413. /// </summary>
  414. /// <param name="cardId"></param>
  415. /// <returns></returns>
  416. public PassivitySkillCfg GetMainSkillCfg(int cardId)
  417. {
  418. // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
  419. List<PassivitySkillCfg> skillCfgs = CommonDataManager.Tables.TblPassivitySkillCfg.GetGroup1ByCardId(cardId);
  420. if (skillCfgs.Count <= 0)
  421. {
  422. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  423. return null;
  424. }
  425. // foreach (int key in cfgs.Keys)
  426. // {
  427. for (int i = 0; i < skillCfgs.Count; i++)
  428. {
  429. if (skillCfgs[i].MainSkill == 1)
  430. {
  431. // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  432. // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId);
  433. // return cfgs[key][skillLV - 1];
  434. return skillCfgs[i];
  435. }
  436. }
  437. return null;
  438. }
  439. }
  440. }